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Using Engineers / Modding Modules

Posted By: WingNuts01

Using Engineers / Modding Modules - 03/16/18 12:15 AM

Greetings Commanders.

ICE has asked that I begin a thread on engineering the modules that we use.

First thing is you need to become invited. You can see your status with Engineers by using your right mfd, across the bottom lower right side select the nut symbol to view the engineer list. You'll have a envelope if your invited.

Here is a guide I found today
http://www.elite-dangerous-blog.co.uk/post/Engineering-30

This is using the 3.0 update.

Wingy
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/16/18 12:29 AM

Thanks WingNuts! Have to turn in for the night but I hope I can throw some questions your way soon!
Posted By: Raw Kryptonite

Re: Using Engineers / Modding Modules - 03/16/18 05:18 PM

I've seen some messages to go visit a couple of characters that say they can help me with components, is that what it's about?
I haven't tried any of that stuff, but will get to eventually, so any info is good.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/16/18 05:48 PM

Yeah. But you have to do jobs for them too which is a grind if I understand correctly.
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/16/18 06:44 PM

Originally Posted by - Ice
Yeah. But you have to do jobs for them too which is a grind if I understand correctly.


Yes it is! Does it make a difference? Oh Hell YES!!

As an example lets look at FSD jump ranges.

stock jump / engineered
Vulture 8 ly / 20.5 ly

Asp Explorer 14 ly / 49.8 ly

FAS 8.3 ly / 23.7 ly

Chieftain 8 ?? ly / 26.7 ly

Python 8.6 ly / 24.9 ly

On one of the engineers I had to mine 10 tones of Panite to give to her and have a total of over 500 tones materials mined. Well, I sucked it up and did it made some money on all the other minerals I sold off. Oh, BTW on the way to deliver I got interdicted and killed! Rinse and repeat!

Asp Explorer is the ship I used most often to unlock the engineers due to its range.

Come join our group sometime as we bounty hunt. We make good money and can scoop materials as well.

Wingy


Posted By: Chucky

Re: Using Engineers / Modding Modules - 03/16/18 06:53 PM

The jump range on the Asp Explorer looks very very tempting! I've ignored Engineers so far. Just how 'grindy' is it?
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/16/18 07:38 PM

Originally Posted by Chucky
The jump range on the Asp Explorer looks very very tempting! I've ignored Engineers so far. Just how 'grindy' is it?


It depends on what you like to do. I thought the mining was a grind to begin with. Had no clue how to do it. Recluse helped me figure it out. In the end it wasn't so bad. Driving around in an SRV makes me crazy after an hour or two.

I'm combat oriented. I like it. Trade, I can do it but the rinse and repeat makes me nuts. A shame because trade, passenger missions are quick money makers. At this point I don't care about money and I'm a medium ship type of guy.

Engineers to do first;
Elvira Martuuk,,,,,,,,,,,,,,,,,,,FSD , Shield Gen , Thrusters
Felicity Farseer,,,,,,,,,,,,,,,,,FSD , Shield Booster , Thrusters

Something ya need to start doing is scooping up all materials 3 class and above for making your mods. You can use the traders to swap materials for what you actually need.

Wingy
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/16/18 08:28 PM

Are the mod results random like before? I remember people complaining of the grind only to have poor RNG results and end up with a crappy modded module and would have to go out and find the materials again and roll the dice again.
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/16/18 09:10 PM

The rolls have greatly improved ICE. I recently redid the python FSD G5 Increased Range. It was a legacy G5 module at 144% optimum. 6 rolls later I had 155% max you can get. Every roll is an improvement over the previous one. I've been told that after 5 rolls you've achieved maximum stats. Almost true.

Wingy
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/17/18 09:25 PM

Just reviewed my ships and it seems that my Python and my Asp are both A-rated. My Cutter could use some more love but when the A-rated module costs 160M+, I think I can take a break on grinding credits for now.

I'll be looking at working on my FSD first, I need three 5A FSDs (Asp, Python, DBE) and one 7A FSD. Reading the linked blog now.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/18/18 02:11 AM

Stupid question but can't I just buy the materials somewhere? Must I do the different grind methods, ie bounty hunting, mining, etc.? It feels like I'm being forced into these types of activities just so as to get modding materials frown

Bounty hunting to get materials really felt weird as well. Pew-pew until the ship dies, then hang around for a few minutes as the limpets do their collecting.... so weird not going for one target after another.
Posted By: Chucky

Re: Using Engineers / Modding Modules - 03/18/18 12:09 PM

From what you are saying Ice,I'll leave engineers alone.I don't want to mine and I don't pew-pew.

I'm happy doing what I do,which is basically what I was doing way back in late 2015. I've ignored all new features although I did buy Horizons but even then I only do planetary landings to deliver goods/missions,I don't do SRV's.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/18/18 04:22 PM

I'm not happy about it, but I am keeping an open mind. I've pew-pew'ed quite a bit before so I know what to expect and also why I feel weird doing the same thing now, but having to pause for a while as my limpets scoop. Also weird watching police attack another ship and I have to restrain myself from joining in as I've got a few more items to pick up. I learned not to lock on to targets or at least un-lock before the limpets collect it otherwise I lose the limpet. Weird. The limpets will collect everything in the area for X amount of time if I have nothing selected, but if I select/target something, the limpet will collect it, and then promptly self-destruct. WTF?

What are you doing in Elite, Chucky? I didn't bother much with Engineers before but with the new changes, it's less grindy and the rewards seem worth it. My AspE can do 31LY jumps now, would be awesome if it could do 49LY.
Posted By: Chucky

Re: Using Engineers / Modding Modules - 03/18/18 04:36 PM

At the moment I'm building up credits with my 784t cargo T-9 (no shields). I'm not sure what to buy next to be honest. I'm quite happy with the T-9 and Asp Explorer because between them they are all I need to do the things I enjoy the most.

I'm only playing occasionally and exploring/trading is fairly chill.

I may look at Engineers in the future if they have made it less grindy as you say but atm my ships and their performance is adequate.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/18/18 05:12 PM

Well, wouldn't you like to have a nice fat boost to your FSD range? Any trader knows the value of a good FSD smile
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/18/18 07:20 PM

I'm in the market for some Phosphorus now and INARA tells me I can get it by mining but I've just spent the last 2 hours doing so with only 3 Phosphorus to show for it. Any tips?
Posted By: Chucky

Re: Using Engineers / Modding Modules - 03/18/18 09:10 PM

Ok,I just visited my first Engineer. If it was Frontier Games' intention to completely confuse me,well they did a good job. WTH am I doing? Was I playing a game of chance at one stage? Nope,not interested in jumping through all those hoops,I'll just battle on with the antiquated ships I have now.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/18/18 10:26 PM

It used to be more chance before, less so now. You'll still need to find the materials they need, and that again has some RNG built in, but if you watch old Engineer upgrade vids vs. what we have now, I am so glad I didn't put time in Engineers when it first came out!!
Posted By: WH_Boomer

Re: Using Engineers / Modding Modules - 03/18/18 11:11 PM

Originally Posted by - Ice
I'm in the market for some Phosphorus now and INARA tells me I can get it by mining but I've just spent the last 2 hours doing so with only 3 Phosphorus to show for it. Any tips?

There are a couple ways to find materials. Ingame, you can look at the composition of a planet or rings on the system map once you've scanned it with a Detailed surface scanner. But the easiest way is to use EDDB Database for Bodies. Just select the material you need, input your current location and it will generate a list of planets. Then you can sort them like any database based on percentage of material, distance from drop in point, distance from current location, etc.

Hope that helps,
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/19/18 01:17 AM

Thank you Boomer. That site has been pointed out in some forums and from tonight's TS3 chat, but I'm told it only finds stuff on planet surface? I've very low tolerance for the SRV so driving around and shooting at rocks for some reason sounds infinitely more intolerable than mining or doing trade runs. I have, however, entered RING under BODY GROUP and it's given me back some hits, so I'll be exploring those tomorrow.
Posted By: Chucky

Re: Using Engineers / Modding Modules - 03/19/18 01:33 PM

Just a quick question on Engineers even though I may never get involved with them. (maybe).

If I get them to update a module,say my FSD ,is it just for the ship I'm flying or does it apply to all my ships?
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/19/18 07:21 PM

It's just for that ONE particular module installed in your ship. However, you can then un-mount that module and install it on another ship. If I understand the grind correctly, you will work on, say, Elvira Martuuk and get her to make top tier FSD mods for you, so you grind tier 1-5 or something like that. After that initial grind, the next FSD you want to mod, you're straight at tier 5. Someone correct me if I'm wrong here?
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/20/18 12:02 AM

Okay almost at tier 5. What's the best way to get arsenic? Please don't tell me shooting surface rocks frown
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/20/18 01:27 AM

ICE go to a "Material Trader "Raw"" and swap for that resource. Did that yesterday. Otherwise its mining or shooting rocks. Something I read was if you mine without the refinery the limpets will collect the materials.

Wingy
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/20/18 09:14 AM

Successfully got loads of Phosphorus from my mining trip last night, the ring was pristine metallic as well so got loads of cool stuff. It was my first time mining Painite and Palladium!! I like the new interface now where you can tell the limpets to ignore fragments you don't like, saves from having to dump the bin all the time. After a while, I didn't need to babysit the collectors or the refinery! I'm glad I opted for modifying the Python so I had 136T of cargo space instead of 68T on the Asp or Clipper. I also mapped the fire button to a switch on the WH throttle base so I didn't have to hold down the trigger all the time; I was getting impressive muscles with that exercise! A 7A power distributor with 3 pips to weapons is just under what is needed to fully-mine an asteroid so put 4 pips and it can well keep up with the power demands.

Unfortunately, I can't seem to find Arsenic in my current mining site frown Might be less hair-pulling required if I just swap for it. I'll try to find a material trader and see what he wants for some Arsenic.

Just checked the blueprint page of INARA, wow!! I am loving this API implementation!! It shows me what I have, what I need, and how many times I can "roll the dice" for each level. I'm guessing since the modifiers are listed here, these are now fixed effects applied and not RNG like before? Either way, so cool! My current FSD on my DBE now jumps 45LY from the default 32LY, so I'm very happy with how this is going! Can't wait to be upgrading my trader's FSD!
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/20/18 02:10 PM

Finally finished my first 5A FSD and on my DBE, it gives me 49.87LY jump range. Sweet!

I'm going to go back out and either bring back my Python or my Cutter and upgrade the FSDs on those. I presume I'll only need Grade 5 materials for these ones now?
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/20/18 03:52 PM

No. On a virgin module you need;
1 grade 1 roll
1 grade 2 roll
2 grade 3 roll
3 grade 4 roll
5 grade 5 roll, maybe 6 to reach max

Now if the module was a legacy grade 5 you would only need grade 5 to reroll the grade

Wingy
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/20/18 03:57 PM

I see. I realized I also have a legacy module. One of the FSDs in another ship was modded but I don't know what level at. What will happen to it? I presume it just gets reset to the new mod values?
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/20/18 04:07 PM

Yes it'll be reset to it's current value in the new system.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/20/18 04:48 PM

Brought my Cutter to Farseer for modding, decided to watch some YouTube videos to pass the time. 11 jumps and not enough fuel to get there so had to scoop up every few jumps. Approach was done safely and without incident, I ask for permission to dock and look for my pad in my usual spot. It isn't there. I notice a pad with lights on by the corner of my eye so I swing the ship around to check.... and the damn thing just keeps going forward. I forgot I was in the Cutter and was expecting the agility of the DBE. I slam into the cliff wall certain I was doomed. Lady luck was with me today.


[Linked Image]





195,955 credits to repair is much, much better than a 14.6 million credit re-buy cost biggrin
Oh, and another 30,000 credits for ship integrity repair.
Posted By: Chucky

Re: Using Engineers / Modding Modules - 03/20/18 04:54 PM

1% health? biggrin
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/20/18 04:56 PM

It actually took 4 attempts to finish a grade 3 mod, I wonder why? I was assuming your numbering was a typo above so was expecting 3 rolls for grade 3? 1 roll for grade 1, 2 for grade 2, so was expecting 3 for the next one.

Ran out of materials at 2 rolls for grade 4, but not complaining. I'm sitting at 27.83LY jump range from a 19.81LY jump range, so not bad! I might fit this Cutter to do some mining instead, should be interesting drifting in and out of the belt!

I was wondering if it's still necessary to fly to Farseer Inc. to mod my FSD? What difference does it make if I fly out or just remote workshop the mods?


Originally Posted by Chucky
1% health? biggrin

Yes. I might go out and buy a lottery ticket today as well smile
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/20/18 05:10 PM

I'm Not sure about remote engineering or how it works, I think you need to pin the blueprint though.

Yes you must buy a lotto ticket today!

Wingy
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/20/18 05:27 PM

Was your roll count a typo?
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/20/18 05:46 PM

Honestly I only remember 3 on G3. But then again I'm old and the brain is beginning to suffer.

Wingy
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/21/18 09:17 AM

Well, I fitted my Cutter for mining and while it allows me to stay out for longer, it gets boring all the time plus the drift and slow deceleration means I whack into the asteroids more often than I did in the Python frown I need to re-fit my Python now for pew-pew and get more materials from wrecks.

What do Thruster mods do? I'm guessing Dirty mods means it'll do a better job of controlling the ship? Farseer can go up to grade 3, I'm guessing once I unlock Professor Palin I can start on grade 4s straight away?
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/21/18 10:39 PM

Went from 15LY jump range to 23LY on my Python build, a 153% increase increase in jump range. I also went from 108% poer load to just 98% for the price of just 1 Sulphur! This build has 2x 3C beam lasers, 1x 3C multicannon, 2x 2F multicannon, and two 6A shiled cell banks! Having everything available and not having to shut down modules is such a nice thing to have!

Upgrading this ships FSD, I had to roll on grade 4 6x and grade 5 6x as well, so it does not seem like a hard and fast rule, there seems to be a little leeway in how many times a roll is needed to complete a grade.
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/22/18 03:39 AM

What was it ICE said about Engineering?? Glad its working for you.

Thrusters. Dirty Drives improve handling and speed. I'll post a screen shot tomorrow of my Pythons drives. Use Farseer to get to G3. You will have to begin from G1 with Palin and he has that 5,000 LY travel from your starting system requirement. Aren't you glad the ASP has that long range now! Remember scan every jump. I turned that in and almost completely unlocked another Engineer.

Wingy
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/22/18 09:05 PM

Is that 5000LY like in a straight line? What if I've jumped all over the place but end up about 200LY from my starting system, but jumped more than 5000LY total?

Really loving the new power plant module, I'll be focusing on my Cutter next, upgrading FSD and PP.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/23/18 12:40 AM

Finally found a Distribution Center. Went back in and jumped to a nearby system and chanced upon one!! Killed two Type-9s, man do they put up a fight! I'll need to re-stock my Python and have a proper go at this smile

Is it worth it going after the smaller, faster fighters? Or should I just concentrate on the big guys?
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 03/23/18 01:50 AM

T-9's only. Forget everything else

Wingy
Posted By: alexb

Re: Using Engineers / Modding Modules - 03/23/18 02:31 AM

Originally Posted by - Ice


Is it worth it going after the smaller, faster fighters? Or should I just concentrate on the big guys?


If you are after the bounty money or materials forget small ships. If you want to rise your combat rank then small ships are the way to go because to combat rank just counts number of ships and their rank. It doesn't matter how big they are and small ships die faster.

Originally Posted by - Ice
Is that 5000LY like in a straight line? .


Yes, straight line meaning a big trip. Don't forget you have to unlock 3 engeneers first before you can go after prof. Palin.

Two of the best engeneers for combat you can unlock right away are THE DWELLER for lasers and power distributor and TOD "THE BLASTER" MCQUINN for multi cannons.
On laser use "EFFICIENT". It increase their damage and deacrese their power and distributor draw by alot and also their thermal load. For power distributor use CHARGE ENHANCED and on multi canons use RAPID FIRE. This would change your ship by far. Not only your guns will become much more deadly but you can also keep firing them by a lot more time.
And both these engeneers are unlockable right away with small costs.


Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/23/18 07:35 PM

Originally Posted by alexb
Don't forget you have to unlock 3 engeneers first before you can go after prof. Palin.

Yes, but if I do 5000LY trip anyway, won't he be unlocked immediately once I've unlocked the other pre-reqs?

Thanks for the recommendations on the mods to choose from!
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/24/18 01:18 AM

Holy....!! My Cutter went from 120% usage to 107% using a 7A power plant! Took two rolls though, instead of just one. Still no biggie, but just confirming that the roll count isn't set in stone.

The FSD took another 4 rolls to finish the grade 4 mod and I think it already had 2 rolls, so 6 total. Grade 5 took 7 rolls. What's a good experimental effect for FSD and power plants? Can experimental effects be changed later on? I'm also assuming only one effect at a time can be applied?
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/26/18 08:38 PM

Engineophyte here. I was thinking that I could use a bit more FSD range on my Asp X. So if I wanted to unlock Felicity, I need to take a meta-alloy with me? Is that what the 'Donate' button at her shop is for? Forgive my noobness.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/26/18 09:38 PM

No, you should already "know" of Felicity, but you will need 1 meta-alloy to get on her good side. So there are two things at play here --- finding out that so-and-so Engineer exists and then working enough favor for them to actually do some work for you.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/26/18 09:51 PM

Yeah, I've been to her to get the Enhanced Thrusters for the Courier, but noticed no way to interact aside from the store and a Donate button. I'll have to go back.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/26/18 10:01 PM

If you look at the Engineer page, you'll see how to discover the Engineer, what you need for them to give you an invite (meeting req), and what you need to get them to work for you (unlock). Rep gain would determine the max grade of mods they will do for you, so even if they can do Grade 5 mods, if you only have enough rep for a Grade 2 mod, but already have a Grade 3 mod installed, you can't get any further modifications done until you raise your reputation.

Usually, if you're just starting on an Engineer, you can gain enough reputation by getting them to work on a brand new module for you. As you raise that module's Grade, you also raise your rep. Hope that made sense.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/26/18 10:48 PM

422 light years just to buy a meta-alloy in the only place in the universe that sells it. Can I get the FSD first, then go get what it takes? biggrin
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 03/27/18 09:42 AM

In the same boat as you, D. Dreading that 400ly+ trip plus back again! 😑

Prolly hump thru it tonite. Last time I checked, it was around 89 jumps for my Chieftain. Ice suggested I buy a cheapish freighter with good jump and use that.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/27/18 11:20 AM

Well, I'm in Maia now. I stripped the Asp X of all non essentials to maximize jump range and flew off in to the void. It was about 14 jumps to get there and I scanned and scooped the whole way, found a good number of HMC worlds and gained 500k in explo data on the trip out. Today I will explore Maia system then head for Felicity. I read a great way to boost rep with her is to sell her the exploration data, so I plan to have a bout a million's worth when I visit.

This station where I buy the meta-alloy has lots of stuff for sale that I hadn't seen for sale elsewhere. I wonder if any of this is useful for me to pick up and take with me for engineering? My initial engineering plan is to improve the strengths of my ships, rather than engineer away the faults. Make the Courier faster, the Vulture more maneuverable and the Asp X jump further. All of that can be done at Farseer. Not sure what I will do with the FDL.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/27/18 11:24 AM

Cheap Hauler for just over 3M credits, 21LY jump range

[Hauler] [+1]
U: 0I Heat Sink Launcher [+1]
U: 0A Shield Booster [+1]

BH: 1C Lightweight Alloy
PP: 2A Power Plant
TH: 2D Thrusters [+1]
FD: 2A Frame Shift Drive [+1]
LS: 1D Life Support [+1]
PD: 1D Power Distributor [+1]
SS: 1D Sensors [+1]
FT: 2C Fuel Tank (Cap: 4)

3: 3A Fuel Scoop [+1]
3: 3D Shield Generator [+1]
2: 2C Fuel Tank (Cap: 4)
1: 1C Advanced Discovery Scanner
---
Shield: 84.0
Power : 7.37 MW retracted (77%)
7.37 MW deployed (77%)
9.60 MW available
Cargo : 0
Fuel : 8 T
Mass : 29.10 T empty
37.10 T full
Range : 21.01 LY unladen
21.01 LY laden
Price : 3,118,790 CR
Re-Buy: 155,940 CR @ 95% insurance



For a bit more, a Diamondback Explorer can get you a 34LY jump range for 12M credits. For getting around the galaxy on the cheap, I cannot recommend the DBE enough, so this ship may actually come in useful many times.

[Diamondback Explorer] [+1]
U: 0I Heat Sink Launcher [+1]
U: 0A Shield Booster [+1]
U: 0A Shield Booster [+1]
U: 0I Chaff Launcher [+1]

BH: 1C Lightweight Alloy
PP: 4D Power Plant
TH: 4D Thrusters [+1]
FD: 5A Frame Shift Drive [+1]
LS: 3D Life Support [+1]
PD: 4D Power Distributor [+1]
SS: 3D Sensors [+1]
FT: 5C Fuel Tank (Cap: 32)

4: 4D Shield Generator [+1]
4: 4A Fuel Scoop [+1]
3: 3C Fuel Tank (Cap: 8)
3: 3C Fuel Tank (Cap: 8)
2: 1C Detailed Surface Scanner
2: 1C Advanced Discovery Scanner
---
Shield: 204.5
Power : 11.25 MW retracted (96%)
11.25 MW deployed (96%)
11.70 MW available
Cargo : 0
Fuel : 48 T
Mass : 312.90 T empty
360.90 T full
Range : 34.13 LY unladen
34.13 LY laden
Price : 12,310,400 CR
Re-Buy: 615,520 CR @ 95% insurance
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/27/18 11:26 AM

Originally Posted by DBond
I read a great way to boost rep with her is to sell her the exploration data, so I plan to have a bout a million's worth when I visit.

I wouldn't sell all of that. Just enough to get a little more rep. Getting her to work on modules is the more efficient way of gaining rep. smile

Originally Posted by DBond
Here's my initial engineering plan. I will improve the strengths of my ships, rather than engineer away the faults. Make the Courier faster, the Vulture more maneuverable and the Asp X jump further. All of that can be done at Farseer. Not sure what I will do with the FDL.

What? That doesn't make sense. Improving your ships beyond A-rated modules is Engineering, so what do you mean by "rather than engineer away the faults"??
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/27/18 11:34 AM

Just my initial plan. Like with the FDL, give it better speed and handling instead of jump range, which is it's weakness. Or the Courier, speed intsead of power.

And about the exploration data, Wouldn't it make sense to give her the data and that takes me to higher engineer level straight away, and avoids the lower stuff? It would reduce having to keep rolling to boost level. No?
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/27/18 11:41 AM

Originally Posted by Bohemond
In the same boat as you, D. Dreading that 400ly+ trip plus back again! 😑

Prolly hump thru it tonite. Last time I checked, it was around 89 jumps for my Chieftain. Ice suggested I buy a cheapish freighter with good jump and use that.



Good grief, where are you? How far to Maia? 400 LY at 89 jumps is 4.5 per jump and since I know you get alot more in your chieftain you must be really far away. At 15 jump range that would be over 1,200 LY! Where did you get to Bo? smile
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/27/18 11:42 AM

Originally Posted by DBond
Just my initial plan. Like with the FDL, give it better speed and handling instead of jump range, which is it's weakness. Or the Courier, speed intsead of power.

Yes, but how? Unless you are talking about A-rating those ships?

Originally Posted by DBond
And about the exploration data, Wouldn't it make sense to give her the data and that takes me to higher engineer level straight away, and avoids the lower stuff? It would reduce having to keep rolling to boost level. No?

No, because you cannot take a stock module from Grade 0 (stock) to Grade 5 straight away. You'll need up take it up each Grade.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/27/18 11:48 AM

Ahh, I see, I thought I was taking a shortcut.

Quote
[Yes, but how? Unless you are talking about A-rating those ships?


Umm, are you having a laugh? biggrin What are we talking about here? I mean I would engineer the thrusters to give it better speed.

Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/27/18 11:56 AM

Originally Posted by DBond
What are we talking about here? I mean I would engineer the thrusters to give it better speed.


LOL!! I was referring to this line:
Originally Posted by DBond
My initial engineering plan is to improve the strengths of my ships, rather than engineer away the faults.


I read that as you were going to improve your ships, but not engineer anything. Clearly I've mis-read the line smile

BTW, you cannot buy anything you need for Engineers AFAIK. You will have to source the materials the hard way, ie through pew-pew or through mining or through scanning stuff. You can then trade what you get for what you need, but no buying materials with credits.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/27/18 12:03 PM

Originally Posted by - Ice


BTW, you cannot buy anything you need for Engineers AFAIK. You will have to source the materials the hard way, ie through pew-pew or through mining or through scanning stuff. You can then trade what you get for what you need, but no buying materials with credits.


OK good to know thanks. So I guess I will fly all the way to farseer with one unit of meta-alloy. Only requires a single cargo rack so that works.
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 03/27/18 02:01 PM

Originally Posted by DBond
Originally Posted by Bohemond
In the same boat as you, D. Dreading that 400ly+ trip plus back again! 😑

Prolly hump thru it tonite. Last time I checked, it was around 89 jumps for my Chieftain. Ice suggested I buy a cheapish freighter with good jump and use that.



Good grief, where are you? How far to Maia? 400 LY at 89 jumps is 4.5 per jump and since I know you get alot more in your chieftain you must be really far away. At 15 jump range that would be over 1,200 LY! Where did you get to Bo? smile


I’m at the CG or close to. My memory on the jumps required to Maia is prolly off, I know it was a crapload.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/27/18 03:02 PM

Yeah it's 422 from the CG. What's your jump range? Probably be around 24 jumps or so I'd imagine. I flew home to grab the Asp and from there it's 359, or 15 jumps in that ship.
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 03/27/18 03:38 PM

Wanna say it’s 18-ish or thereabouts. Routing around un-scoopable stars probably is what’s going to increase my number of jumps, I’d imagine. In about 4 hours or so, I’ll know for sure!
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/27/18 04:17 PM

If all you want is a meta-alloy, I can pick one up for you if you want.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/27/18 04:52 PM

My Asp X now has an engineered FSD. Gained a whole light year lol.

Flew out to Maia and got the meta-alloy, gathering exploration data along the way. Flew back to Deciat and gave it to Felicity. Happened to have on hand the requirement for a grade one mod and went from 29 to 30 jump range! No stopping me now smile
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 03/27/18 04:58 PM

Thanx, Ice! Appreciate the offer, but I’m gonna bop down there tonite. As they say, it’s the journey not the destination cheers
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/27/18 05:01 PM

That's the spirit. I just did it and it's not so bad. Just be sure you have a landing suite as the station is planetary.
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 03/27/18 05:04 PM

All good re: landing suite. Just need to decide if I’m gonna Chieftain my way there or buy a longer legged mount. Was always curious about a DBX.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/27/18 07:22 PM

Was just thinking you may want to make the trip with a modded ship smile Good luck!
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/28/18 12:41 PM

OK, forget everything I said, because I am weak-willed. You guys are engineering pushers I'll have you know. There ought to be a law....

Before I shut down last night I had added 4 light years to the jump range of my Asp X and 3 to the Courier. That's quite nice, I must say.

And to make matters worse, I now have an SRV in my Asp so I can run around on planets and find bits of rocks. You all should be ashamed biggrin



Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/28/18 06:41 PM

I did say it was a gateway drug, didn't I? You were adequately warned, so I take no responsibility for your weak will biggrin biggrin biggrin
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/28/18 07:05 PM

You did, yes. But I gotta blame somebody.

I didn't realize about these remote workshops. I had thought that every time I'd want to add a new modification that I'd need to fly off 150 LY to one of the engineers. But the remote workshop means I don't have to. Nice! That cut a big corner off the grind.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/28/18 09:12 PM

Er... no. Remote workshops means you get work done but no rep gain, so unless you are at Grade 5 with that Engineer, you will want the rep gain in order for the Engineer to craft higher-grade mods for your module. At least that's how I understand the warning posted, so I never used remote workshop until I got the max Grade that Engineer could engineer smile

BTW, welcome to our new addict, er.... member, Bohemond! Everyone please welcome Bohemond/CMDR Utumno as he takes his first step down the rabbit hole of Engineering.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/28/18 09:36 PM

Originally Posted by - Ice
Er... no. Remote workshops means you get work done but no rep gain, so unless you are at Grade 5 with that Engineer, you will want the rep gain in order for the Engineer to craft higher-grade mods for your module.




Well, you're correct of course, but never fear. Remember all of that exploration data I had? Sold 2/3 of it to Felicity and am now at grade 4 rep having had just one modification done at her shop.

Welcome Bo.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/28/18 11:32 PM

Originally Posted by DBond
Well, you're correct of course, but never fear. Remember all of that exploration data I had? Sold 2/3 of it to Felicity and am now at grade 4 rep having had just one modification done at her shop.

Sweet! So can you mod a module from stock straight to Grade 4? Or do you still have to go through Grades 1-3 first?

Even with Felicity at Grade 4, I would still fly out to her to get rep to Grade 5, then just remote workshop the rest. However, have you done the Grade 1 Overcharged Power Plant mod yet? That is an insanely awesome one! Worked through Liz Ryder to get to Hera Tani as she can do up to Grade 5 Power Plant mods!!
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/28/18 11:47 PM

Well I don't know. I think you still need to roll through the grades. This only lets me improve at workshops but not worry that I'm gaining no rep. Workshops also have no experimental effects capability. I've only done grade one FSD mods to three ships. I don't have the mats for grade 2 yet. But only grade 2 is a different shade of green (UI mod) so I believe I can only go to that. I have nothing else pinned so it could be related to that. I'm too new to this witchcraft.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/28/18 11:54 PM

Yes, I believe you still need to go through all grades smile Just wanted to confirm.

As for experimental effects, they could be very useful too so I try to pick one early and add it ASAP. It stays with the module as you upgrade it so that's cool and you get to enjoy the benefits earlier rather than later.

Originally Posted by DBond
But only grade 2 is a different shade of green (UI mod) so I believe I can only go to that..

Not sure what you mean? Maybe your UI is telling you that you lack the materials? On the normal UI colors (orange), the materials you have will be orange, the ones you don't have will be red.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/29/18 12:56 AM

I didn't say what was true, sorry about that, so a screenshot is in order. Only grade 2 is the SAME color as grade 1, and I have the mats for neither at the moment. The fact that grades 3 through 5 are a DIFFERENT color probably indicates I need to roll through each grade. But there's lots of buggy riding ahead, and I've not tried it, even the training. Must do so now.



Attached picture fsdmod.jpg
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/29/18 08:35 AM

No need for the SRV if you're looking for Phosphorus or Sulphur. You can get them through mining as well, which I find better as you get materials or even if you end up unlucky, you'll still have some valuable ores you can trade in.

If you're talking about the color differences on the left side, it's because you've not modded the current module enough yet in the current Grade to unlock the next Grade. From your picture, it looks like you just have that 0.05% left to mod in Grade 1, but you can skip rolling for this and start modding for Grade 2, so you can see Grade 2 mod level is now a different color. I've found that even if you've not modded a module to 100%, you can sometimes come close enough that you can start modding it for the next grade up and that'll save you some rolls.

If you're looking at the color differences in your resources under COST, the color of the materials you have will be different from the color of the materials you don't have.
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 03/29/18 10:11 AM

Just to show how far off I was off on required jumps to Maia ( and my horrible memory). After the CG ended early, I left Lyakhov Dock for my home port of Jameson Memorial ( Shinrarta Dhezra ), 5 jumps. Form there, 24 to Maia plus 29 to Deciat. FSD upgraded one level. Down the Rabbit Hole I go! Big shout out to Ice for holding my hand yesterday as I stumbled thru it. <s>
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/29/18 11:25 AM

Originally Posted by Bohemond
Form there, 24 to Maia


Hey that's what I had guessed, It gets a little easier from there, at least for G1 stuff.
Posted By: DBond

Re: Using Engineers / Modding Modules - 03/29/18 11:54 AM

No worries about the SRV. I had never used one before, but it all went without a hitch. I ended up with good quantities of a number of minerals (sulphur, iron, carbon, phosphorous and others). Not only was it productive, it was also fun. I had a great time, and calling my ship back, and climbing aboard put a smile on my face. It all went great and was easier than I would have imagined. I then flew the Courier to Farseer and it now sports clean drives, overcharged power plant, engineered FSD and probably some other stuff. It now has the power headroom to carry the wake scanner and whatever else I might need. Plus it boosts to 520. Love this little boat.

I realize that higher grades require more, and more rare, materials. But I want to say that the G1 stuff has been far easier than I could have expected. Most of my fleet now have engineered power plants, thrusters, FSD and more. I mean, I just decided to fly out to Maia to kickstart this thing two days ago. It has taken some significant trips, but just one 45 minute mat gathering mission in the SRV and some wake scanning outside of a busy starport. The Python is going to get the G1 treatment tonight.


Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/29/18 12:44 PM

Originally Posted by Bohemond
Big shout out to Ice for holding my hand yesterday as I stumbled thru it. <s>

You're most welcome! How did we help each other out again? Oh, right, through TeamSpeak!! smile *looks at DBond* biggrin biggrin biggrin

Posted By: DBond

Re: Using Engineers / Modding Modules - 03/31/18 01:17 PM

I want to say a little about my engineering experience to this point. First, I want to say to Ice and Wingnuts that you guys were right. I spent some time arguing my philosophical high ground as to why I thought playing without engineering was preferable. And while I haven't completely abandoned those views, the engineering experience has at least made me hide them under the sofa cushions.

One of my main objections was that I didn't feel like investing the time it takes to gather materials. I envisioned a grindy grind as I searched for 78 units of flux capacitors in order to gain two light years or 20 m/s. So far though, it's been nothing like that. There may be requirements down the line that do indeed have some element of this. But to this point it's not been.

The sum total of my efforts has been:

-- Regular wake scanning whenever leaving or returning to a port. Just hang about the entrance and get a few scans in. Simple.

-- Two SRV landings. Each was about 30-45 minutes.

-- Entering maybe a half-dozen threat 0 USS sites.

-- Two very long trips to gain materials required to unlock the engineer (two unlocked so far)

And that's it. From this I've managed to upgrade the thrusters, FSDs, shields, sensors and power plants on all four ships in my fleet. All are grade1 and some have grade 2 modifications. I've been at it for just a few days. Not only has it been easier than I had reckoned, it's been fun. It's got me out doing things I wouldn't have otherwise. I had never been in a SRV. But I like it. It''s fun. I had never entered a USS, and done that now. I had never bothered to scan wakes.

Maybe eventually I'll see it as a grind when I reach the highest grades, I don't know. But so far it's been fun, not just the actual ship building, but also gathering the stuff that's needed. I am a strategy gamer at heart. Engineering gives me choices and decisions to make. A sense of opportunity cost that I find so compelling.

What I do is fly a ship that I want to upgrade to the engineer and do whatever I can to it. I then pin one blueprint that I would like on my other ships, and fly back to home base. I then bring out each ship in turn and apply that upgrade at the Remote Workshop. It seems you can only pin one blueprint per engineer at a a time, and you cannot apply experimental effects at a Remote Workshop, so it has limits. But I don't have to fly each ship out to the engineer to upgrade them one at a time. That's been a nice surprise and eliminated another one of my objections to the whole thing. It was simply misconception.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 03/31/18 01:39 PM

Originally Posted by DBond
First, I want to say to Ice and Wingnuts that you guys were right.

My work here is done smile
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/04/18 08:02 PM

So I've been engineering my ass off. Well, not literally, you know what I mean. That would look funny and be hard to explain...

G5 thermal vent, errr,

When you are nearing completion of a grade and not quite maxxed, just a few percent from completed, and you've unlocked the next grade, what do you do? If I go to the next grade without completing the lower one am I leaving some performance on the table? It's small, I know, but I want to know if it is not all it could have been. I realize I may be using precious mats for a tiny gain, but once done I would rather have spent more for the most gain, than a little less for a little less.

Or does the next grade fill out the rest of the lower grade so to speak? I'm assuming I guess, that grade 3 for example builds on what was reached with grade 2. Or maybe it's just from base level and grade 3 is grade 3, regardless of what you got out of grade 2. Am I making sense?
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/06/18 01:09 AM

Well, it appears that it builds on whatever was reached at the previous grade, so worth it to squeeze every drop, at least for me.

Tonight I wanted to go to a materials trader to grab some mechanical equipment and some components to work on my drives for a few ships. So I used EDDB to find one nearby and arrived to find she sold data! Well, what a shock. I had no idea, as I'd only come across the ones that sold components or whatever they might be called. I cleaned out her shop haha, and then, still needing the original stuff, I plotted a course to another. Arrived to find he sold minerals! Get outta here already. Does it never end? Cleaned out his shop too. Still haven't gotten the stuff I had originally been looking for. I bookmarked those two shops for later. I had no idea when I started engineering that these things existed (along with remote workshops), and it makes it all far easier than I could have guessed. I now have grade 5 stuff on all of my ships, though I have yet to unlock most of the engineers, only three so far. So no energy weapons, or power distributors or armor and more just yet. Still, I've not felt a twinge of grind about the whole process. Maybe later I will, but having materials traders means as long as you're getting something, you can always get anything.

How can I search by filtering what types of materials these traders deal in before casting my lines?

Here is the answer
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 04/11/18 12:07 AM

Originally Posted by - Ice
Originally Posted by DBond
First, I want to say to Ice and Wingnuts that you guys were right.

My work here is done smile

Your welcome. Now if you'd hook up Team Speak we can help even more. I have a way to procure rare items that are limited. Requires at least 2 people to do.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 04/11/18 07:58 AM

Originally Posted by WingNuts01
I have a way to procure rare items that are limited. Requires at least 2 people to do.

Do tell!!
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/11/18 05:28 PM

Yeah, which items are you referring to?
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/13/18 04:00 PM

While we await Wingy's response to his cryptic and tantalizing post...... how about some more engineering discussion?

I unlocked Marco Gwent last night and really didn't know which mods to go for. I was in the Python when I arrived, and added stripped to the power plant and made the power distributor charge enhanced. None of the other options seemed worthwhile to go for. Which PD mod do you guys prefer? Is it ship-dependent for you?
Posted By: Mr_Blastman

Re: Using Engineers / Modding Modules - 04/13/18 04:15 PM

Apparently there are materials brokers? Is this true? Is it possible I engineer my ships without ever having to do nonsensical stuff like scan wakes and hunt for perfect rocks?
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/13/18 04:31 PM

I wanted to add that I put the Cluster Capacitor experimental on that enhanced charge PD.


Quote
Apparently there are materials brokers? Is this true? Is it possible I engineer my ships without ever having to do nonsensical stuff like scan wakes and hunt for perfect rocks?


I know right? did you see my earlier post about this? I was surprised as well. The answer to your question is both a yes and a no I suppose. In order to take advantage of a material trader, you need materials to trade. So you still need to be gathering. It's just that you don't need to go for specific things necessarily. Mats can only be traded for other mats. So you don't necessarily need to scan wakes, although that's one of the easiest to do, but you will need some data mats if you want other data mats.

One easy way to do this is take the engineering mats reward option when you do missions, especially if it offers grade 5, which you can then turn around and trade down for stuff you need.

Personally, I get my mats from ...

SRV gathering on planets for the metals and minerals

Wake scanning for data

Mission rewards

Entering USSs. In these you can get all sort of things. I recommend you investigate every High Grade USS you come across. Even if you don't need what's in there, it will be very valuable at the material traders.

Even just your everyday scans in combat sometimes yield a data mat.

Material traders and remote workshops make the whole thing a little too easy in my opinion. I am certainly taking advantage of the service, but I think I would prefer if some things were more rare and difficult to achieve.


Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 04/13/18 04:41 PM

Commanders I'm referring to teaming up to buy the rare items. They are only available in limited quantities.
Well you go into the station equipped with a cargo hold large enephough to meet the total requirement of the engineer. You buy the maximum you can. Fly out of the station 10kn and wait for me
I come in after you and buy the max amount and fly out to meet you. I transfer the cargo, you scoop it up.
I return and buy another load (cycles are about 10 minutes as it won't let you rebuy sooner that that) repeat as necessary.
The more commanders helping the quicker it goes.
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/13/18 04:54 PM

Originally Posted by WingNuts01
to meet the total requirement of the engineer.


What are you referring to? What commodities are needed. Which engineers?

I just unlocked Marco, who wanted 25 modular terminals, but those cannot be bought as far as I know.
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/13/18 05:15 PM

Hey Wingnuts, if you can help me with a load of Sensor Fragments, I am all ears, and in like Flynn.
Posted By: WingNuts01

Re: Using Engineers / Modding Modules - 04/13/18 11:41 PM

DBond, sensor fragments are like materials, in that they're collected to a specific commander only. Otherwise I would jump in with both feet.

Example, I'm referring to Hera Tani requiring 50 Kamita Cigars. You'll only be able to buy 10 or 12 at a time. My way is get a buddy to help with the purchase. The buddy rinse and repeats until your full and you do it in 1 run.
Posted By: - Ice

Re: Using Engineers / Modding Modules - 04/14/18 02:12 AM

Originally Posted by Mr_Blastman
Apparently there are materials brokers? Is this true? Is it possible I engineer my ships without ever having to do nonsensical stuff like scan wakes and hunt for perfect rocks?

No, you'll still have to do stuff to gather materials, whether it be collect stuff from debris or mining or scanning or doing missions, then just swap out stuff you don't need or have excess of for stuff you do need.


Originally Posted by WingNuts01
Example, I'm referring to Hera Tani requiring 50 Kamita Cigars. You'll only be able to buy 10 or 12 at a time. My way is get a buddy to help with the purchase. The buddy rinse and repeats until your full and you do it in 1 run.

I thought this was for something else. Can be a pain doing it solo but depending on how quick you can organize an online meetup, might still be quicker to do a few solo runs.
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/14/18 11:51 AM

Thanks Wingy, yeah, I knew you couldn't help with those, just joking around.

I appreciate the offer, but right now I don't even have the engineer you mentioned on my list, as I haven't learned of her yet. This is the sort of thing I'd need to do right as I am ready to unlock, as you don't want to be carrying this stuff around. Too bad there is no commodity storage in the game.

I want to unlock the engineer that can mod my bulkheads, and that requires mining 500 tons of anything. I have yet to mine one ton of anything. So that's next.
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/14/18 12:24 PM

Originally Posted by DBond

Even just your everyday scans in combat sometimes yield a data mat.




I should add that even a normal scan in supercruise can yield some data mats. So always be scanning any ship you can. Not every scan drops one, but it's worth it to lock them up so they'll get scanned.
Posted By: Mr_Blastman

Re: Using Engineers / Modding Modules - 04/15/18 03:07 AM

So where do I find these materials brokers?
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/15/18 12:22 PM

Originally Posted by Mr_Blastman
So where do I find these materials brokers?


Originally Posted by DBond


How can I search by filtering what types of materials these traders deal in before casting my lines?

Here is the answer

Posted By: DBond

Re: Using Engineers / Modding Modules - 04/15/18 01:17 PM

I want to get that engineering mod that reinforces the bulkheads for no mass penalty. Selene Jean I think is the engineer's name. One of the unlock requirements is to mine 500 tons of stuffz. I thought, well I have a Python. What better ship? So I installed prospector and collector limpets, mining lasers and refinery. I set off to a nearby system with common metal rich belts. I started shooting rocks and found out I forgot to add limpets to the limpet controller. No matter, I'll just scoop up the bits with this sluggish handling ship. I spent about an hour collecting a little of everything. I only got enough of anything to refine a single ton of Cobalt. And I didn't enjoy it. Mining is not for me. Is there another engineer who does armor? None that I've learned of yet. I would hold it as a badge of honor to forever have my stats show that one ton as the sum total of my career mining efforts smile

As a hedge, I've moved my Python to a system with Pristine Metallic reserves, but I'm in no hurry to resume. A little practice, the better location and some limpets will ease the pain, and the mining lasers look cool. But I would be fine if I didn't mine again.

But I want that mod.

Turns out Liz can do grade 1, but I need Selene Jean for the rest
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/16/18 11:45 AM

I went and got the Sensor Fragments for Professor Palin. It wasn't difficult, once I had planetary coordinates to a crash site. I saw nothing in the game that would have led me to it. Without internet forums to find this info I doubt I would have on my own. With the long and lat though it was easy, and I now have G5 thrusters biggrin The Vulture is more whirlybird than eva.


As for gathering mats. Satellites are a really good spot. I find these orbiting populated earth-likes (city lights on dark side). Look for Encoded Emission USS. A quick scan often drops some of the better encoded mats. No risk, easy reward.

And as mentioned, always be scanning any ship, just the ones you are following through the slot can drop data mats.

[Linked Image]



This is the haul from a high grade emissions USS. As I mentioned, even if you don't need this for any of the mods you are using, it can be used for trading. These six composites could be traded down in to over one hundred lesser grade mats.

[Linked Image]

There is a small chance that a pirate or two may drop in to the USS while you're in there, so keep alert. Not much trouble to high-wake out if you aren't ready to offer battle.

Attached picture satellite.jpg
Attached picture hguss.jpg
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/16/18 03:24 PM

Mr Blastman had asked if he could get this stuffz without having to do things like scan wakes. You can yes, as we've said. But it doesn't get much easier.

If you have a utility slot to spare, throw a wake scanner on. They all weigh the same, but some scan farther than others. Any of them will do.

Assign it to it's own fire group, or put it alongside something that doesn't shoot, like an ADS.

Anytime you depart or arrive at a station take a minute to look at your contacts. There are always a few high wakes to scan. Fly within range and scan it, takes like 10 seconds. Not all will drop data, but most do, and some more than one. They also expire, so you gotta be fairly quick. Wake scanners require the hardpoints to be deployed, so a little power juggling could be required if your ship was already on the edge.

All of my ships sport one, unless it's for a long exploration trip. I've set up my Courier for exactly this role. Fast, nimble ships are best, but any will do. You may look at your contacts and see the high wake is 10 km away. And since they can expire you want to zip over there quickly.

In a 600+ m/s Courier it's a boost, wait 3 seconds and slam on the brakes haha.

One of the easiest ways is to simply lock and follow the ship that's heading out of the slot ahead of you. Follow him and let him jump first. Scan his wake and continue on your way. Easy mats.
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/18/18 11:56 AM

I unlocked two more engineers yesterday, the Dweller and Lei Cheung, who does G5 shields which is nice.

You need the Dweller to introduce you to Cheung. I short-tracked this process with another scheme. To unlock The Dweller you need to have done business with 5 black markets and pay 500k credits. I had not done any black market business. So I took a mission to deliver 10 domestic appliances. I immediately abandoned the mission, failing it and incurring a fine of 5,000 credits. That left me holding 10 stolen domestic appliances. I then flew to three different systems (two had multiple black markets), selling two domestic appliances at each to meet the requirement.

I had stripped down the Asp and had her running cool. I ran at high speed through the slots and was not scanned or even interdicted through the whole thing, which took less than 45 minutes to complete. I now have engineered lasers and G5 shields (amongst other whizbang stuff).
Posted By: DBond

Re: Using Engineers / Modding Modules - 04/20/18 11:18 AM

Here's an example of a simple supercruise scan netting two data mats (blue 'Collected' in Info panel). I use the term 'drop' but there is nothing to pick up. These are simply downloaded and collected automatically. All ya gotta do is initiate the scan. Usually, when you're inbound to a station, there will be a number of ships flying ahead of you, flying in and out of the station, and it's a simple matter to lock them up and let the scan go. The majority of scans will net no mats, at least for me. But some will, and it doesn't get any easier really.


[Linked Image]



Attached picture datadrops.jpg
Posted By: Chucky

Re: Using Engineers / Modding Modules - 05/24/18 12:08 PM

Do NPCs use engineers?
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/24/18 12:28 PM

Yes, it's my understanding Deadly and Elite NPCs can have engineered modules, but as far as I know they never have engineered weapons.
Posted By: Chucky

Re: Using Engineers / Modding Modules - 05/24/18 12:38 PM

Thanks.Well at least they don't get the weapons,that's something.

Tonight I will be collecting 'things' to make my 'things' better biggrin

I've watched an engineering video and I think I understand it. Prepare for incoming questions about 'things'.

Posted By: DBond

Re: Using Engineers / Modding Modules - 05/24/18 12:44 PM

Yes sir!

As I mentioned in another thread, getting the meta-alloy is one of the first things you should do. It will all start to fall in to place after that.

As you know I like discussing this stuff so looking forward to it thumbsup
Posted By: Chucky

Re: Using Engineers / Modding Modules - 05/24/18 05:28 PM

Just quickly, I believe I need to scan high-grade USS to get some mats,what about the low-grade ones? What else is worth scanning? Also,do I need to scan ships and wakes to get other stuff?
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/24/18 05:52 PM

Here's what I recommend

--Scan wakes. Like religiously. It's easy, and they are right outside the station. For me a no-brainer. Use what you get here to trade at a mat trader to get what you need. Datamined Wake Exceptions for the win Alex! (Encrypted Materials)

-- Load up the SRV and go prospecting from time to time. Use what you gather to trade for what you need. (Raw Materials)

-- Investigate every HGE USS and scoop up what's there. Again, turn this in to what you need at a mat trader. I also really like Combat Aftermath and Encoded Emissions USSs. (Manufactured Materials)

--Scan all ships in combat, supercruise and normal flight for encrypted mats, and if you destroy a ship it will leave some manufactured mats behind that can be scooped up.

This is what I recommend for everyday sort of play. This is not targeted farming. When you need a certain type of thing you will only find them under specific conditions

For the USSs you don't scan them per se, you scoop or limpet the mats found floating in there. Encoded USS will have one scan item for encrypted mats like a personal data beacon, and a few manufactured mats to be scooped up. HGE is best because it's all grade 5 mats. These are useful in themselves, but especially useful to trade down for lesser grades. You will note that there is a bonus if you stay within the same category when trading mats.

Use this page to find material traders near you. After getting some mats, you can go trade them here for what you need, at a cost.

https://inara.cz/galaxy-nearest/25/9163/
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/24/18 06:20 PM

Another tip is to look for higher grades than in the same category what you actually need. For example Arsenic will be one that you will need a lot. Finding Arsenic is great. It is a grade 2 material. Polonium is in the same category and grade 4. If you find one Polonium ore it becomes 3 fragments in your inventory. Each fragment can be traded for 27 Arsenic. So prospecting a single Polonium rock could net you 81 Arsenic if you traded it all.

One of the things I look for in my home system is variety of raw materials on the planets in that system. I've moved back to Dvorsi which has 35 landable planets. And all raw materials appear to be present on at least one of these planets. I took my Keelback out just last night to hunt Polonium. It is rare, and I only got 2 (6). But that can become a heck of a lot of Arsenic smile

Posted By: Chucky

Re: Using Engineers / Modding Modules - 05/24/18 09:53 PM

I just figured out how to do Engineers. I'm no longer going to run Horizons when I start Elite.

Don't get me wrong,I really,really appreciate all the help you guys give me (especially DBond) but no,just no. This looks like a massive,massive run-around and grind-fest that I don't want to continue with.

I'm going to switch to my other account for a while and start over.It'll be good to fire up that old Sidewinder again smile
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/25/18 12:32 PM

Can I haz your stuffz? biggrin
Posted By: Chucky

Re: Using Engineers / Modding Modules - 05/25/18 02:23 PM

It's quite enjoyable going back to the beginning,although I had to ditch the Sidey pretty quick. 4 cargo is a little limiting if you have a D/C fitted.

I've decided to play this time in open and hopefully role-play with the humans,but I expect I'll just get ganked and bent over biggrin

Yeah you can haz my stuffz. Just go to Jameson Memorial,tell them Greengold sent you. The T-9 is parked around the back,the keys are behind the sun visor smile

Posted By: DBond

Re: Using Engineers / Modding Modules - 05/25/18 03:04 PM

You are flying in Open in an unengineered, err, what ship?

That will be fun biggrin

Thanks for your stuff.
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/25/18 04:21 PM

Oh and I'll just sell your T-9. Sold mine last night and doubt I'll buy another one of those pigs again. Just not the ship for me. It's too not fast for me biggrin
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/09/19 02:28 PM

With many of my engineered modules at G4 and change, I decided last night I was going to dedicate my valuable gaming time to hunting down those elusive G5 manufactured mats. I am in desperate need of Pharmaceutical Isolators, Proto Radiolic Alloys, and especially Proto Heat Radiators to finish the beams on my uberCourier.

But how do you go about this in today's Elite?

My method was to use EDDB to search for high-pop, high tech systems. Once I drop, I drop again in to the nav beacon and scan it. This reveals everything in the system including any High Grade Emissions USSs, which is where we find the G5 mats. Otherwise the FSS will pick them up (as unidentified) but only to a radius of 1000 ls. So this way is a lot better, and allows you to go straight for the HGEs skipping all the others.

Each USS has a timer on it, and some are very far from the star, so I didn't get everyone I came across. But it worked very well on one hand, not so well on the other. What I mean is I found a lot of HGEs, but got exactly zero of what I had been looking for. Lots of trade bait in my holds now, but I'd rather just find the above listed specific mats.

In all I visited about 10 systems. Only two of these contained no HGEs, An 80% hit rate is fantastic though. I filtered by pop, the smallest one I went to was around 45m, the largest 107m, though most were around 90m.

As I am based in the heart of Empire territory, I found way too many Imperial Shielding. I started with 11 onboard, and before too long I had 98. With that full, I added Federation to the search and now was finding lots of Core Dynamics Composites and Military Grade Alloys. Useful (especially for trading) but not what I was looking for. I learned on the FDev boards that what I should be looking for are Independent systems to find these mats. So I was searching the wrong systems. I will try that tonight. After tonight I expect to have a boatload of G5 manufactured mats and can then go on to finish a few modules (and even ships) that have been nearly-so for far too long.
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 05/09/19 03:38 PM

About a month or so ago, I was scoring Pharma Iso’s at Bunda when it was in anarchy and had a CNB. Can’t remember if it was in outbreak too. Anecdotal, I know. The “scavenger” link I sent you should still be correct as to the types of systems you need for each mat.
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 05/09/19 03:42 PM

I’ll should be on tonite, we can join up and hunt those pesky mats if you want. We’ll cover 2x as many systems.
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/09/19 04:36 PM

Oh yeah, sorry, I forgot you sent that to me.

I'm up for it tonight. How does that work though? How do the two of us help each other with this?
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 05/09/19 04:43 PM

We’ll make a list of potential systems that should have Pharma Iso’s or whichever mat you’re looking for. Split the list and we can cover twice the amount of systems in the same time. We can’t collect for each other, but just locating which systems spawn which HGE’s is huge boon. That’s my theory anyhow.
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/09/19 05:05 PM

Ok I see. So if you find PIs in a system, I will too?
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 05/09/19 05:09 PM

That’s my working assumption. USS’s spawn based upon system states, government, security, ect. Therefore, regardless who finds the USS, that type should spawn as long as the system characteristics remain the same.
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/09/19 06:01 PM

OK sounds good. I'll be on by 1830 hours or thereabouts.

Looking for any G5 manufactured mats, with these in particular

Exquisite Focus Crystals (low priority)
Improvised Components (high)
Proto Heat Radiators (very high)
Proto Radiolic Alloys (high)

Anything in particular you need?
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 05/09/19 06:22 PM

Not that I can think of right now. I’m a pack rat and grab EVERYTHING I can grub up. See you at 18:30.
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/09/19 08:13 PM

I left my Krait in Sol last night, so wiill be casting lines from Daedalus.

Where's the Wingman? Haven't seen hide nor hair.
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/10/19 04:27 PM

Had a Wingnuts spotting last night. He kept shooting lasers at me. Good to see you Wingy.

The mats gathered in the PG last night got my Courier beams done.

Before finishing my beams last night (2x efficient thermal vent, plus a lightweight corrosive multcannon at full G5) they were done to G4, and about 80% through G5 before I ran out of mats. So just 20% short of complete. At that point Coriolis gave me a TTD (time to drain capacitor, four-pips) of 1:52.


Once I got the Proto Heat Radiators I needed to finish the job, the TTD jumped to 7:01. Why did such a small increase (of around 20%) result in such a large gain (more than triple the TTD)?


Power distributor is G5 charge enhanced with super conduits. Here's the build (ignore missing slots)

Velocity




Posted By: DBond

Re: Using Engineers / Modding Modules - 05/17/19 04:48 PM

I've really got my mat gathering act together at the moment. Before, I rarely went out of my way for mats. If I happened to come across a HGE I'd drop in of course and scoop it up. But lately I've been focusing on it. During combat I repeatedly check contacts and grab the stuff I want. When I drop in a new system I scan it for emissions signals. I check every HGE I can find and can get to in time. I also hit up the occasional Decoded which are chock full of mid-tier stuff. Yesterday I spent an hour in a CNB targeting cargo ships and Anacondas since they tend to be loot pinatas.

Over the past month I reckon about 1/3 of my Elite time is dedicated to this pursuit. It includes a planetary landing every couple of days for more raws. My home system is amazing for this. For example I needed antimony for G5 heavy duty booster modification. Dropped on a planet that had it, along with the cadmium I was in need of. An hour later I had oodles of it, and interestingly it was the first antimony I had ever found!

It can be a bit of a grind, but I've sort of now woven it in to my everyday play so that the stocks are rising, and engineering is picking up pace. The Courier, the Krait and the FDL have all seen nice gains over the past two weeks. Combined with frequent stops at mat traders, I really feel like I'm making good progress now. I fear the day all of my ships are done and there are no more ranks to chase.
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 05/17/19 05:16 PM

Yup, once you train yourself to hoover everything up it become rote. Encoded mats come easy as do manufactured. It’s the raws that I’m always shy of. That’s on me cuz I hate planetside gathering. Pretty much the only time I’ll do it at a geologic site.
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/17/19 05:56 PM

I wish the exchange rate was better. Thankfully I get plenty of Imperial Shielding living where I do smile

I only use that for one modification, so the rest is used for trades. I cannot bring myself otherwise to trading away G5 mats.

So what I have been doing is focusing on the G4 mat in the same category (like gathering refined focus crystals and turning them in to exquisite focus crystals) since the trade rate is still 6 to 1, but in a far more common material.
Posted By: Bohemond

Re: Using Engineers / Modding Modules - 05/17/19 06:09 PM

As sad as it is, I've come to accept the usurious exchange rate as the cost of doin business.
Posted By: DBond

Re: Using Engineers / Modding Modules - 05/18/19 12:23 PM

What a racket. They oughta be ashamed.


Did more gathering and engineering last night, with a bit of combat thrown in. I feel compelled to advance the rank each day if I can. If I am ever going to hit triple Elite I need to get a move on!

Dropped in to Exioce on one run, scanned the nav beacon, then jumped back to low wake to see how the fishing was and there were six! HGEs. Managed to reach all of them before they timed out and got a good haul. About 30 proto heat radiators and half as many proto light alloys and radiolic alloys. The stocks are rising. Once I get through with this I might have to buy a new ship for something to use it all on smile
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